This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
exploration [2023-11-05 21:44] – [Surface hardness] Fix wrong italics syntax poems | exploration [2024-12-22 15:53] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Exploration ====== | ====== Exploration ====== | ||
- | ===== Dungeon doors ===== | + | ===== Rest ===== |
- | The DM may introduce special kinds of doors that follow alternate rules, but the following are good standards: | + | The mandatory post-combat rest turn does not count for the one-in-six turns the party is required to rest.((DMG 38, "TIME IN THE DUNGEON" |
- | ==== Opening doors ==== | + | ===== Dungeon doors ===== |
- | + | ||
- | It's an often missed rule that all dungeon doors are difficult for PCs to open, and easy for the dungeon' | + | |
- | + | ||
- | Any character who assisted in opening the door is in the room or corridor beyond afterward.< | + | |
- | + | ||
- | A failure to open the door means anything beyond the door is alerted to the attempt and cannot be surprised by the opening party. Additionally, | + | |
- | + | ||
- | Door checks can be made indefinitely until they succeed, keeping in mind the above downsides. | + | |
- | + | ||
- | ==== Doors closing ===== | + | |
- | + | ||
- | Dungeon doors always close at the end of the following round unless a character spends the round holding it open, during which time they cannot fight, cast spells, etc. Dungeon doors will also stay open if a monster wants it to stay open.< | + | |
- | + | ||
- | ==== Spiking doors ==== | + | |
- | + | ||
- | There are no official rules for this. The following system is suggested:< | + | |
- | + | ||
- | Spiking doors takes round per spike and makes noise, triggering a wandering monster roll for every spike. Spikes are not recoverable. A monster can remove spikes instantly, effectively ignoring them and operating the door normally, regardless of the monster' | + | |
- | + | ||
- | * **Wooden doors:** 1 spike holds 2d4+1 rounds, 2 spikes holds 2d4+1 turns. | + | |
- | * **Stone doors:** Double spikes required. | + | |
- | * **Metal doors:** Triple spikes required. | + | |
- | Rolls are made privately by the DM, similar to [[turning]] duration rolls. | + | See [[Door]]. |
===== Dropping items ===== | ===== Dropping items ===== | ||
Line 41: | Line 19: | ||
Falling damage is 1d6 points per 10’, not cumulative.((PHB 105, and DMG 53 in the flying rules. Some say it’s cumulative. We prefer the linear. High-level characters should have a shot at surviving great falls, it’s a fantasy game. If you use cumulative instead, 30' fall means average of '' | Falling damage is 1d6 points per 10’, not cumulative.((PHB 105, and DMG 53 in the flying rules. Some say it’s cumulative. We prefer the linear. High-level characters should have a shot at surviving great falls, it’s a fantasy game. If you use cumulative instead, 30' fall means average of '' | ||
- | ===== Surface hardness | + | ==== Surface hardness ==== |
The DMG advises that damage can be adjusted based on the landing surface, but doesn' | The DMG advises that damage can be adjusted based on the landing surface, but doesn' | ||
- | ===== Thief-acrobats | + | ==== Thief-acrobats ==== |
The examples of falling damage in the UA thief-acrobat must be adjusted, since they use cumulative damage.((Those examples need to be fixed either way, since they mistakenly ignore the rule that falling damage is capped at 20d6.)) | The examples of falling damage in the UA thief-acrobat must be adjusted, since they use cumulative damage.((Those examples need to be fixed either way, since they mistakenly ignore the rule that falling damage is capped at 20d6.)) |
Demon Idol acknowledges all copyrights, trademarks, and registered trademarks detailed on this page that do not belong to Demon Idol and makes no challenges to the ownership of said property rights.